If you have played Overwatch you know what I mean. Do you have any suggestions on how to make it sound less noisy when playing alot of sounds at the same time?
I solved a similar problem (however, I'm not sure if you are primarily concerned with overall 'volume' or simply the number of noises), where I was having too many collision sounds occurring all at once. I wanted a large number of sounds (for the ambiance affect), but I wanted it limited before it overwhelmed the other sounds from playing. For some reason, priority wasn't working like I hoped and all my other sounds were getting cutoff or diminished in volume.
Finally, I just decided to set a variable to increase with each added collision sound. I set an alarm to have this variable decrease after 120 steps plus a variable number for each sound. I set an 'if' statement in front of the 'play collision' code so that it would only play a new sound if the variable was low enough. This seemed to keep things under control, albeit, letting a good number of sounds still occur.
Probably a ridiculous and overly convoluted way to handle things, but I couldn't find anyone giving me an answer I wanted in my research (I am new to GM).
Here is the code:
Code:
// If Variable
if(soundcount <= 2)
{
// Assign Variable
soundcount += 1;
// Randomize Pitch for sound variation
audio_sound_pitch(snd_crackle, random_range(0.7,1.3));
// Play Audio
audio_play_sound(snd_crackle, 1, 0);
// Set Alarm Countdown
alarm_set(0, 120 + global.soundcount);
}
Again, in the alarm event, I decreased the variable.
(Edit: I realize this is an old post, but I frequently end up using old posts for information on how to solve current problems. So, I figured my 2 cents could end up helping).